4 years ago
I Don't think i can beat rey - normal
Hi everybody
so i have been playing through conquest and now i am currently up to rey sector 4 normal. iv never taken her on before so i want to let my squads get back up to health before i even attempt it, but im not sure i have anything in the tank to beat a gl. even with all the data discs i have. I'm not really sure about how to go about trying it or attack strategies.
here is a link to my current roster https://swgoh.gg/p/184847847/ if it doesn't work i can be searched by user name shades of the scared via google it should do the trick.
its not the best roster in the world but there might be something in there i can put together to try to make this happen. this is a list of my current data discs that i have at the moment.
Leader's Resolve (2 dot green)
The allied unit in the Leader slot gains 66% Max Health, 53% Max Protection, 40% Offense and 20% Speed.
(X2) Leader's Resolve (3 dot blue)
The allied unit in the Leader slot gains 82% Max Health, 65% Max Protection, 49% Offense and 24% Speed.
Deadly Momentum (4 dot purple)
All allies have +30% Shield Penetration and gain 30% Offense when an enemy falls below 100% Health. Data Disk effects that trigger when enemies fall below 100% Health also trigger at 70% and 40% Health.
(X2) Entrenched (2 dot green)
At the start of battle allied units gain Protection Up (50%).
Debuff Dismantler (2 dot blue)
Whenever an allied unit gains a buff, they have a 30% chance to dispel all debuffs on themselves and gain 15% Mastery (stacking).
Zealous Ambition (2 dot green)
Allied healers gain Offense equal to 44.2% of their Max Health.
Zealous Ambition (2 dot blue)
Allied healers gain Offense equal to 54.4% of their Max Health.
Turn Meter (2 dot green)
Whenever an ally gains a buff, they also gain 2.5% Turn Meter.
Caustic Emissions (1 dot blue)
Enemy units gain two Damage over Time effects and Burning for 2 turns at the start of their turn, which can't be resisted.
Amplify Agony (2 dot green)
Whenever an ally inflicts a debuff on an enemy, they also deal 6.63% Max Health damage to that enemy.
all the rest are 2 dot silver discs but i will list them anyway and they are as follows.
Amplify Agony
Whenever an ally inflicts a debuff on an enemy, they also deal 5.1% Max Health damage to that enemy.
Health Recovery
Whenever an ally gains a buff, they also recover 7% Health.
Power
Allied units gain 20% Offense and 17% Critical Damage.
Stacking Offense
Whenever an ally gains a buff, they also gain 4% Offense (stacking).
that's all i have to go, so if there's anyone out there that would kindly take the time to have a look through my roster and try and make some kind of a team, that might just have a chance at this i would be grateful for anyone's help on this. kind regards matt.
so i have been playing through conquest and now i am currently up to rey sector 4 normal. iv never taken her on before so i want to let my squads get back up to health before i even attempt it, but im not sure i have anything in the tank to beat a gl. even with all the data discs i have. I'm not really sure about how to go about trying it or attack strategies.
here is a link to my current roster https://swgoh.gg/p/184847847/ if it doesn't work i can be searched by user name shades of the scared via google it should do the trick.
its not the best roster in the world but there might be something in there i can put together to try to make this happen. this is a list of my current data discs that i have at the moment.
Leader's Resolve (2 dot green)
The allied unit in the Leader slot gains 66% Max Health, 53% Max Protection, 40% Offense and 20% Speed.
(X2) Leader's Resolve (3 dot blue)
The allied unit in the Leader slot gains 82% Max Health, 65% Max Protection, 49% Offense and 24% Speed.
Deadly Momentum (4 dot purple)
All allies have +30% Shield Penetration and gain 30% Offense when an enemy falls below 100% Health. Data Disk effects that trigger when enemies fall below 100% Health also trigger at 70% and 40% Health.
(X2) Entrenched (2 dot green)
At the start of battle allied units gain Protection Up (50%).
Debuff Dismantler (2 dot blue)
Whenever an allied unit gains a buff, they have a 30% chance to dispel all debuffs on themselves and gain 15% Mastery (stacking).
Zealous Ambition (2 dot green)
Allied healers gain Offense equal to 44.2% of their Max Health.
Zealous Ambition (2 dot blue)
Allied healers gain Offense equal to 54.4% of their Max Health.
Turn Meter (2 dot green)
Whenever an ally gains a buff, they also gain 2.5% Turn Meter.
Caustic Emissions (1 dot blue)
Enemy units gain two Damage over Time effects and Burning for 2 turns at the start of their turn, which can't be resisted.
Amplify Agony (2 dot green)
Whenever an ally inflicts a debuff on an enemy, they also deal 6.63% Max Health damage to that enemy.
all the rest are 2 dot silver discs but i will list them anyway and they are as follows.
Amplify Agony
Whenever an ally inflicts a debuff on an enemy, they also deal 5.1% Max Health damage to that enemy.
Health Recovery
Whenever an ally gains a buff, they also recover 7% Health.
Power
Allied units gain 20% Offense and 17% Critical Damage.
Stacking Offense
Whenever an ally gains a buff, they also gain 4% Offense (stacking).
that's all i have to go, so if there's anyone out there that would kindly take the time to have a look through my roster and try and make some kind of a team, that might just have a chance at this i would be grateful for anyone's help on this. kind regards matt.